integrating virtual & physical games
DESCRIPTION
A presentation for the HACC Information Literacy Symposium on May 14, 2009 in Harrisburg, PA. The presentation focuses on the use of home-made instructional games in the college library classroom.TRANSCRIPT
Integrating Virtual & Physical Games
Library Instruction in a Small Academic Library
Mary BroussardLycoming College
AgendaName of the GameThe ProblemIntroduction to Game-Based LearningMy ExperiencesAre Games Right for You?Conclusion
Name of the Game
Name of the Game (1)
Name of the Game (2)
Name of the Game (3)
Name of the Game (4)
Name of the Game (5)
Name of the Game (6)
Name of the Game (7)
Name of the Game (8)
Name of the Game (9)
Name of the Game (10)
Problem Part 1: Boredom
Problem Part 2: Confusion
Problem Part 3: Frustration
Video GamesGames are mental work
Video GamesInvolve learning
how toMove characterDefeat bad guysSolve puzzlesRecover from
injuriesTap into communal
resources
Video Games
How can we use tap into this joy of learning to teach?
Game GenerationThose who grew up with video games (under
40)Deeply affected by gamesBrains programmed for
SpeedImagesMultiple tasksParallel learning
See real life as a game
College StudentsBorn when video games
were in full swingGame industry
surpassing movie and music industries
Almost all American children have “regular access” to video games, regardless of economic status
Take interactivity for granted
Prensky’s Six Elements of a Game1. Rules2. Goals/objectives
Prensky’s Six Elements of a Game1. Rules2. Goals/objectives3. Outcomes/feedback4. Interaction
Prensky’s Six Elements of a Game1. Rules2. Goals/objectives3. Outcomes/feedback4. Interaction5. Conflict/competition/challenge/opposition6. Representation or story
Fun & Play = EngagementEngagement almost
universally seen as an important part of effective learning
We are biologically built to learn through play (watch young children)
Studies show that when we are having a good time, we are more alert and our memory is stimulated
Secret Agents in the LibraryImportance of story
Changes from “activity” to “game”Excites emotional engagement
Students as secret agent rookiesIntruder in “information mainframe” (a.k.a.
library)Must find resources and protect their secrets
Secret Agents in the LibraryIntegrating real-world
interactionStudents given title, then
must findCode placed in bookCouldn’t continue with game
w/o codeStudents must find print
journalImportant to effectiveness of
game
Secret Agents in the LibraryTeams’ final scores posted in front of roomCreated friendly competitionAdded to student engagementNo other reward offered except pride
Secret Agents in the LibraryEntirely active
learningStudents taught
each otherComputer served as
“home base” and focused students’ attention on one task at a time
Secret Agents in the LibraryBiggest problem:
databasesResults always
changingOften results not
consistentASU’s Quarantined
AssessmentHumming James
Bond theme songHolding hand like a
gun“Stop spying on us!”Classroom response
software (clickers)
Sample Review QuestionWhat is one indication that a journal is
scholarly?
A. Many colorful picturesB. Written by a journalistC. Presence of a bibliography
Responses to review questionsQuestio
nGroup 1 Group 2 Group 3 Total Ave.
1 88% 75% 84% 82%
2 100% 100% 93% 98%
3 81% 100% 93% 91%
4 94% 100% 93% 96%
5 94% 85% 60% 80%
6 94% 75% 80% 83%
7 100% 100% 93% 98%
8 94% 100% 100% 98%
9 100% 100% 93% 98%
Was this a fun way to learn about the library?
Answer Group 1 Group 2 Group 3 Total Ave.
Yes 75% 62% 53% 63%
No 25% 38% 47% 37%
NextMore animations,
humor, & real-world interaction
Get reference librarian at desk involved
Plagiarism gameRaider of the Lost
JournalAssessmentBig Games
Are Games Right for You?Don’t be intimidated
by large schools’ projects… most aren’t doing it right anyway
Getting StartedDON’T need lots of money or a professional
programmerDO need software like Flash, and books like
Flash for Dummies and Beginning Flash Game for Dummies
TipsLook for high ROIStart small and
build on experience and student feedback
Plan before you build
Don’t be afraid of silly
Get student inputTEST, TEST, TEST
Doesn’t Have to be on ComputerGreg Trefry’s
presentation on Big Games
Eli Neiburger of the Ann Arbor District Library
Games that Teach by Steve Sugar
New York City’s Come Out & Play festival
How Can You Use Games?InstructionTutorialsMarketing/
Outreach
I’m Generous!Contact me at any
time for files or questions
Giving creditSharing your
ideas
ConclusionA spoonful of
sugar helps the medicine go down
Slides and resources posted online
My GamesAdventures in Library Research:
http://www.lycoming.edu/library/instruction/game.html
It’s Alive: http://www.lycoming.edu/library/instruction/itsalive.html
Secret Agent in the Library: http://www.lycoming.edu/library/instruction/secretagent.html
Plagiarism Game (in development): http://www.lycoming.edu/library/instruction/plagiarismgame.html
Other Games to TryDream ChroniclesEscape games, like Escape Artist at
http://www.addictinggames.com/escapeartist.html
Water Busters at http://www2.seattle.gov/util/waterbusters/
Carnegie Mellon’s library games (though I think you have to have Flash on your computer to play them): http://www.library.cmu.edu/Libraries/etc/
Suggested Reading, Part 1SUGGESTED READINGBeck, J.C. & Wade, M. (2004). Got Game? How the Gamer
Generation is Reshaping Business Forever. Boston: Harvard Business School Press.
Broussard, M. Spoonful of Sugar: Instructional Games in Libraries http://gamesinlibraries.blogspot.com/
Finkelstein, E. & Leete, G. (2006). Macromedia Flash 8 For Dummies. Hoboken, NJ: Wiley.
Gee, J.P. (2003). What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan.
Harris, A. (2006). Beginning Flash Game Programming for Dummies. Hoboken, NJ: Wiley.
Neiburger, E. (2008). Broadening Our Definition of Gaming: Big Games. Library Technology Reports, 44(3), 12-16.
Suggested Reading, Part 2Prensky, M. (2001). Digital Game-Based Learning. New
York: McGraw-Hill.Sugar, S. (1998). Games that Teach: experiential activities
for reinforcing learning. San Francisco: Jossey-Bass/Pfeiffer.
Trefry, G. (2007). Big fun, big learning: Transforming the world through play. Presentation at ALA TechSource. http://gaming.techsource.ala.org/index.php/Big_Fun%2C_Big_Learning:_Transforming_the_World_through_Play
Ward, D. (2007). Up, up, down, down, left, right, left, right, a, b, select, start: Learning from games and gamers in library 2.0. In N. Courtney (Ed.), Library 2.0 and beyond: Innovative technologies and tomorrow’s user (pp. 105-118). Westport, CT: Libraries Unlimited.
Questions?
Mary Broussard570-321-4068